DADADADA
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e902cc4cab
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@ -13,7 +13,7 @@ from engine.math import Vec2
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from plugins import assets, smooth
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from plugins import assets, smooth
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from plugins import render
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from plugins import render
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from plugins.animation import Animation
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from plugins.animation import Animation
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from plugins.inputs import Held, Pressed
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from plugins.inputs import Held
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from plugins.render import Sprite
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from plugins.render import Sprite
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from plugins.assets import Assets
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from plugins.assets import Assets
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from plugins.coroutine import condition, wait, Coroutine
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from plugins.coroutine import condition, wait, Coroutine
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@ -118,16 +118,17 @@ class Wave:
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def __init__(self) -> None:
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def __init__(self) -> None:
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self.wave_list = [
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self.wave_list = [
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["rainning"],
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["rainning"],
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["horizontal_left"],
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["rainning", "rainning"],
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["rainning", "horizontal_left"],
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["rainning", "horizontal_left"],
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["rainning", "horizontal_right"],
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["horizontal_left", "horizontal_right"],
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["rainning", "zones"],
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["rainning", "rainning", "zones"],
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["rainning", "horizontal_left", "zones"],
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["rainning", "rainning", "horizontal_left", "zones"],
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["rainning", "spikes"],
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["rainning", "rainning", "spikes"],
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["rainning", "horizontal_left", "horizontal_right"],
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["rainning", "horizontal_left", "horizontal_right", "zones"],
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["rainning", "horizontal_right", "zones"],
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["rainning", "spikes", "zones"],
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["rainning", "spikes", "zones"],
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["rainning", "horizontal", "zones"],
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["rainning", "horizontal_left", "horizontal_right", "zones"],
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["rainning", "spikes", "zones"],
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["rainning", "horizontal_left", "horizontal_right", "zones"],
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["rainning", "spikes", "zones"],
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["rainning", "spikes", "zones"],
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]
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]
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@ -152,7 +153,6 @@ def __initialize_world(world: World):
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)
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)
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world.new_entity().set(Coroutine(__wave(world)))
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world.new_entity().set(Coroutine(__wave(world)))
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world.new_entity().set(Coroutine(__print_time(world)))
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world.new_entity().set(Sprite(world[Assets].get_texture("background")))
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world.new_entity().set(Sprite(world[Assets].get_texture("background")))
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@ -446,119 +446,117 @@ def __create_zone_attack(world: World, number: int = 2):
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locate = locate2
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locate = locate2
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def __create_spike(world: World, number: int = 1):
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def __create_spike(world: World):
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"""
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"""
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TODO
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TODO
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"""
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"""
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for _ in range(number):
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temp_warning_spike = world.new_entity()
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yield wait(15.0)
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temp_warning_spike.set(
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temp_warning_spike = world.new_entity()
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Sprite(
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temp_warning_spike.set(
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world[Assets].get_texture("warning_spike"),
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Sprite(
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Vec2(world[FightBox].p1[0], world[FightBox].p1[1]),
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world[Assets].get_texture("warning_spike"),
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3,
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Vec2(world[FightBox].p1[0], world[FightBox].p1[1]),
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),
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3,
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)
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),
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)
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yield wait(2.0)
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yield wait(2.0)
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temp_warning_spike.destroy()
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temp_warning_spike.destroy()
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top_spike = world.new_entity()
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top_spike = world.new_entity()
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top_spike.set(
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top_spike.set(
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Sprite(
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Sprite(
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world[Assets].get_texture("spike/spike_up_coming/0000"),
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world[Assets].get_texture("spike/spike_up_coming/0000"),
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Vec2(world[FightBox].p1[0], world[FightBox].p1[1]),
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Vec2(world[FightBox].p1[0], world[FightBox].p1[1]),
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3,
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3,
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),
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Spike(0),
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Animation(
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"spike/spike_up_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_up", 30, True),
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Hurt(20),
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),
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),
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Spike(0),
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),
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)
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down_spike = world.new_entity()
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down_spike.set(
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Sprite(
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world[Assets].get_texture("spike/spike_down_coming/0000"),
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Vec2(world[FightBox].p1[0], world[FightBox].p2[1] - 143),
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3,
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),
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Spike(1),
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Animation(
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"spike/spike_down_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_down", 30, True),
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Hurt(20),
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),
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),
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)
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left_spike = world.new_entity()
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left_spike.set(
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Sprite(
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world[Assets].get_texture("spike/spike_left_coming/0000"),
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Vec2(world[FightBox].p1[0], world[FightBox].p1[1]),
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2,
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),
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Spike(2),
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Animation(
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"spike/spike_left_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_left", 30, True),
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Hurt(20),
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),
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),
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)
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right_spike = world.new_entity()
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right_spike.set(
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Sprite(
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world[Assets].get_texture("spike/spike_left_coming/0000"),
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Vec2(world[FightBox].p2[0] - 50, world[FightBox].p1[1]),
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2,
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),
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Spike(3),
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Animation(
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"spike/spike_right_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_right", 30, True),
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Hurt(20),
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),
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),
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)
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yield wait(5)
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for spike in world.query(Spike):
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match spike.get(Spike):
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case Spike.UP:
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name = "up"
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case Spike.DOWN:
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name = "down"
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case Spike.LEFT:
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name = "left"
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case Spike.RIGHT:
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name = "right"
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spike.set(
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Animation(
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Animation(
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"spike/spike_up_coming",
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"spike/spike_" + name + "_leaving",
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30,
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30,
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True,
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callback=lambda world, entity: entity.destroy(),
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_up", 30, True),
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Hurt(20),
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),
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),
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)
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down_spike = world.new_entity()
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down_spike.set(
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Sprite(
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world[Assets].get_texture("spike/spike_down_coming/0000"),
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Vec2(world[FightBox].p1[0], world[FightBox].p2[1] - 143),
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3,
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),
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Spike(1),
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Animation(
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"spike/spike_down_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_down", 30, True),
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Hurt(20),
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),
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),
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)
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left_spike = world.new_entity()
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left_spike.set(
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Sprite(
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world[Assets].get_texture("spike/spike_left_coming/0000"),
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Vec2(world[FightBox].p1[0], world[FightBox].p1[1]),
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2,
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),
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Spike(2),
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Animation(
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"spike/spike_left_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_left", 30, True),
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Hurt(20),
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),
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),
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)
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right_spike = world.new_entity()
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right_spike.set(
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Sprite(
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world[Assets].get_texture("spike/spike_left_coming/0000"),
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Vec2(world[FightBox].p2[0] - 50, world[FightBox].p1[1]),
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2,
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),
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Spike(3),
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Animation(
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"spike/spike_right_coming",
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30,
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True,
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callback=lambda _world, entity: entity.set(
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Animation("spike/spike_right", 30, True),
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Hurt(20),
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),
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),
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)
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yield wait(5)
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for spike in world.query(Spike):
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match spike.get(Spike):
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case Spike.UP:
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name = "up"
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case Spike.DOWN:
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name = "down"
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case Spike.LEFT:
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name = "left"
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case Spike.RIGHT:
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name = "right"
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spike.set(
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Animation(
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"spike/spike_" + name + "_leaving",
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30,
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callback=lambda world, entity: entity.destroy(),
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)
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)
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)
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)
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class RainProjectiles(Vec2):
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class RainProjectiles(Vec2):
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@ -623,18 +621,6 @@ def __horizontal_projectile(world: World, left: bool, number: int = 10):
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entity.destroy()
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entity.destroy()
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def __check_key_pressed(world: World):
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"""
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TODO
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"""
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pressed = world[Pressed]
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for keys in pressed:
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if keys == "a":
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world.new_entity().set(Coroutine(__create_zone_attack(world)))
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if keys == "e":
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world.new_entity().set(Coroutine(__create_spike(world)))
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def __update_life_bar(world: World):
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def __update_life_bar(world: World):
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for entity in world.query(LifeBar):
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for entity in world.query(LifeBar):
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if world[Life] == 0:
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if world[Life] == 0:
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@ -645,14 +631,6 @@ def __update_life_bar(world: World):
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entity[Sprite].texture = surface_carre
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entity[Sprite].texture = surface_carre
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def __print_time(_world: World):
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time = 0
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while IsRunning:
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yield wait(1)
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time += 1
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print(time)
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def __new_game_scene() -> Scene:
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def __new_game_scene() -> Scene:
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"""
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"""
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Créer une nouvelle scène
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Créer une nouvelle scène
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@ -662,7 +640,6 @@ def __new_game_scene() -> Scene:
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[__initialize_world],
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[__initialize_world],
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[
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[
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__move,
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__move,
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__check_key_pressed,
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__check_hurt,
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__check_hurt,
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__defeat,
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__defeat,
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],
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],
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